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Class PhysicsConstraintComponent

This is effectively a joint that allows you to connect 2 rigid bodies together. You can create different types of joints using the various parameters of this component.

Inheritance
System.Object
UObject
ActorComponent
SceneComponent
PhysicsConstraintComponent
Inherited Members
SceneComponent.DetachFromParent(Boolean, Boolean)
SceneComponent.DoesSocketExist(Name)
SceneComponent.GetAllSocketNames()
SceneComponent.GetAttachParent()
SceneComponent.GetAttachSocketName()
SceneComponent.GetChildComponent(Int32)
SceneComponent.GetChildrenComponents(Boolean)
SceneComponent.GetComponentVelocity()
SceneComponent.GetForwardVector()
SceneComponent.GetNumChildrenComponents()
SceneComponent.GetParentComponents()
SceneComponent.GetPhysicsVolume()
SceneComponent.GetRelativeTransform()
SceneComponent.GetRightVector()
SceneComponent.GetShouldUpdatePhysicsVolume()
SceneComponent.GetSocketLocation(Name)
SceneComponent.GetSocketQuaternion(Name)
SceneComponent.GetSocketRotation(Name)
SceneComponent.GetSocketTransform(Name, Byte)
SceneComponent.GetUpVector()
SceneComponent.IsAnySimulatingPhysics()
SceneComponent.IsSimulatingPhysics(Name)
SceneComponent.IsVisible()
SceneComponent.K2_AddLocalOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddLocalRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddLocalTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AddRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_AddRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AttachTo(SceneComponent, Name, Byte, Boolean)
SceneComponent.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
SceneComponent.K2_DetachFromComponent(EDetachmentRule, EDetachmentRule, EDetachmentRule, Boolean)
SceneComponent.K2_GetComponentLocation()
SceneComponent.K2_GetComponentRotation()
SceneComponent.K2_GetComponentScale()
SceneComponent.K2_GetComponentToWorld()
SceneComponent.K2_SetRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetRelativeLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeTransform(Transform, Boolean, Boolean)
SceneComponent.K2_SetWorldLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetWorldLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldTransform(Transform, Boolean, Boolean)
SceneComponent.ResetRelativeTransform()
SceneComponent.SetAbsolute(Boolean, Boolean, Boolean)
SceneComponent.SetHiddenInGame(Boolean, Boolean)
SceneComponent.SetMobility(Byte)
SceneComponent.SetRelativeScale3D(Vector)
SceneComponent.SetShouldUpdatePhysicsVolume(Boolean)
SceneComponent.SetVisibility(Boolean, Boolean)
SceneComponent.SetWorldScale3D(Vector)
SceneComponent.SnapTo(SceneComponent, Name)
SceneComponent.ToggleVisibility(Boolean)
SceneComponent.AttachParent
SceneComponent.AttachSocketName
SceneComponent.AttachChildren
SceneComponent.ClientAttachedChildren
SceneComponent.RelativeLocation
SceneComponent.RelativeRotation
SceneComponent.RelativeScale3D
SceneComponent.ComponentVelocity
SceneComponent.bComponentToWorldUpdated
SceneComponent.bAbsoluteLocation
SceneComponent.bAbsoluteRotation
SceneComponent.bAbsoluteScale
SceneComponent.bVisible
SceneComponent.bHiddenInGame
SceneComponent.bShouldUpdatePhysicsVolume
SceneComponent.bBoundsChangeTriggersStreamingDataRebuild
SceneComponent.bUseAttachParentBound
SceneComponent.bVisualizeComponent
SceneComponent.Mobility
SceneComponent.DetailMode
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class PhysicsConstraintComponent : SceneComponent

Properties

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ComponentName1

Name of first component property to constrain.

Declaration
public ConstrainComponentPropName ComponentName1 { get; set; }
Property Value
Type Description
ConstrainComponentPropName
Remarks

If Actor1 is NULL, will look within Owner. If this is NULL, will use RootComponent of Actor1

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ComponentName2

Name of second component property to constrain.

Declaration
public ConstrainComponentPropName ComponentName2 { get; set; }
Property Value
Type Description
ConstrainComponentPropName
Remarks

If Actor2 is NULL, will look within Owner. If this is NULL, will use RootComponent of Actor2

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ConstraintActor1

Pointer to first Actor to constrain.

Declaration
public Actor ConstraintActor1 { get; set; }
Property Value
Type Description
Actor
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ConstraintActor2

Pointer to second Actor to constrain.

Declaration
public Actor ConstraintActor2 { get; set; }
Property Value
Type Description
Actor
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ConstraintInstance

All constraint settings

Declaration
public ConstraintInstance ConstraintInstance { get; set; }
Property Value
Type Description
ConstraintInstance
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static PhysicsConstraintComponent DefaultObject { get; }
Property Value
Type Description
PhysicsConstraintComponent
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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BreakConstraint()

Break this constraint

Declaration
public void BreakConstraint()
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GetConstraintForce()

Retrieve the constraint force most recently applied to maintain this constraint. Returns 0 forces if the constraint is not initialized or broken.

Declaration
public (Vector, Vector) GetConstraintForce()
Returns
Type Description
System.ValueTuple<Vector, Vector>
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GetCurrentSwing1()

Gets the current Swing1 of the constraint

Declaration
public float GetCurrentSwing1()
Returns
Type Description
System.Single
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GetCurrentSwing2()

Gets the current Swing2 of the constraint

Declaration
public float GetCurrentSwing2()
Returns
Type Description
System.Single
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GetCurrentTwist()

Gets the current Angular Twist of the constraint

Declaration
public float GetCurrentTwist()
Returns
Type Description
System.Single
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IsBroken()

Retrieve the status of constraint being broken.

Declaration
public bool IsBroken()
Returns
Type Description
System.Boolean
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New(UObject, Name)

Spawn an object of this class

Declaration
public static PhysicsConstraintComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
PhysicsConstraintComponent
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SetAngularBreakable(Boolean, Single)

Sets the Angular Breakable properties @

Declaration
public void SetAngularBreakable(bool bAngularBreakable, float AngularBreakThreshold)
Parameters
Type Name Description
System.Boolean bAngularBreakable
System.Single AngularBreakThreshold
Remarks

param bAngularBreakable Whether it is possible to break the joint with angular force @param AngularBreakThreshold Torque needed to break the joint

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SetAngularDriveMode(Byte)

Switches the angular drive mode between SLERP and Twist And Swing @

Declaration
public void SetAngularDriveMode(byte DriveMode)
Parameters
Type Name Description
System.Byte DriveMode
Remarks

param DriveMode The angular drive mode to use. SLERP uses shortest spherical path, but will not work if any angular constraints are locked. Twist and Swing decomposes the path into the different angular degrees of freedom but may experience gimbal lock

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SetAngularDriveParams(Single, Single, Single)

Sets the drive params for the angular drive.

Declaration
public void SetAngularDriveParams(float PositionStrength, float VelocityStrength, float InForceLimit)
Parameters
Type Name Description
System.Single PositionStrength
System.Single VelocityStrength
System.Single InForceLimit
Remarks

@param PositionStrength Positional strength for the drive (stiffness) @param VelocityStrength Velocity strength of the drive (damping) @param InForceLimit Max force applied by the drive

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SetAngularOrientationDrive(Boolean, Boolean)

Enables/Disables angular orientation drive.

Declaration
public void SetAngularOrientationDrive(bool bEnableSwingDrive, bool bEnableTwistDrive)
Parameters
Type Name Description
System.Boolean bEnableSwingDrive
System.Boolean bEnableTwistDrive
Remarks

Only relevant if the AngularDriveMode is set to Twist and Swing

@param bEnableSwingDrive Indicates whether the drive for the swing axis should be enabled. Only relevant if the AngularDriveMode is set to Twist and Swing @param bEnableTwistDrive Indicates whether the drive for the twist axis should be enabled. Only relevant if the AngularDriveMode is set to Twist and Swing

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SetAngularOrientationTarget(Rotator)

Sets the target orientation for the angular drive.

Declaration
public void SetAngularOrientationTarget(Rotator InPosTarget)
Parameters
Type Name Description
Rotator InPosTarget
Remarks

@param InPosTarget Target orientation

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SetAngularSwing1Limit(Byte, Single)

Sets the Angular Swing1 Motion Type @

Declaration
public void SetAngularSwing1Limit(byte MotionType, float Swing1LimitAngle)
Parameters
Type Name Description
System.Byte MotionType
System.Single Swing1LimitAngle
Remarks

param ConstraintType New Constraint Type @param Swing1LimitAngle Size of limit in degrees

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SetAngularSwing2Limit(Byte, Single)

Sets the Angular Swing2 Motion Type @

Declaration
public void SetAngularSwing2Limit(byte MotionType, float Swing2LimitAngle)
Parameters
Type Name Description
System.Byte MotionType
System.Single Swing2LimitAngle
Remarks

param ConstraintType New Constraint Type @param Swing2LimitAngle Size of limit in degrees

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SetAngularTwistLimit(Byte, Single)

Sets the Angular Twist Motion Type @

Declaration
public void SetAngularTwistLimit(byte ConstraintType, float TwistLimitAngle)
Parameters
Type Name Description
System.Byte ConstraintType
System.Single TwistLimitAngle
Remarks

param ConstraintType New Constraint Type @param TwistLimitAngle Size of limit in degrees

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SetAngularVelocityDrive(Boolean, Boolean)

Set Angular Velocity Drive

Declaration
public void SetAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive)
Parameters
Type Name Description
System.Boolean bEnableSwingDrive
System.Boolean bEnableTwistDrive
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SetAngularVelocityDriveSLERP(Boolean)

Enables/Disables the angular velocity slerp drive.

Declaration
public void SetAngularVelocityDriveSLERP(bool bEnableSLERP)
Parameters
Type Name Description
System.Boolean bEnableSLERP
Remarks

Only relevant if the AngularDriveMode is set to SLERP

@param bEnableSLERP Indicates whether the SLERP drive should be enabled. Only relevant if the AngularDriveMode is set to SLERP

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SetAngularVelocityDriveTwistAndSwing(Boolean, Boolean)

Enables/Disables angular velocity twist and swing drive.

Declaration
public void SetAngularVelocityDriveTwistAndSwing(bool bEnableTwistDrive, bool bEnableSwingDrive)
Parameters
Type Name Description
System.Boolean bEnableTwistDrive
System.Boolean bEnableSwingDrive
Remarks

Only relevant if the AngularDriveMode is set to Twist and Swing

@param bEnableSwingDrive Indicates whether the drive for the swing axis should be enabled. Only relevant if the AngularDriveMode is set to Twist and Swing @param bEnableTwistDrive Indicates whether the drive for the twist axis should be enabled. Only relevant if the AngularDriveMode is set to Twist and Swing

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SetAngularVelocityTarget(Vector)

Sets the target velocity for the angular drive.

Declaration
public void SetAngularVelocityTarget(Vector InVelTarget)
Parameters
Type Name Description
Vector InVelTarget
Remarks

@param InVelTarget Target velocity

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SetConstrainedComponents(PrimitiveComponent, Name, PrimitiveComponent, Name)

Directly specify component to connect. Will update frames based on current position.

Declaration
public void SetConstrainedComponents(PrimitiveComponent Component1, Name BoneName1, PrimitiveComponent Component2, Name BoneName2)
Parameters
Type Name Description
PrimitiveComponent Component1
Name BoneName1
PrimitiveComponent Component2
Name BoneName2
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SetConstraintReferenceFrame(Byte, Transform)

Pass in reference frame in. If the constraint is currently active, this will set its active local pose. Otherwise the change will take affect in InitConstraint.

Declaration
public void SetConstraintReferenceFrame(byte Frame, Transform RefFrame)
Parameters
Type Name Description
System.Byte Frame
Transform RefFrame
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SetConstraintReferenceOrientation(Byte, Vector, Vector)

Pass in reference orientation in (maintains reference position). If the constraint is currently active, this will set its active local pose. Otherwise the change will take affect in InitConstraint.

Declaration
public void SetConstraintReferenceOrientation(byte Frame, Vector PriAxis, Vector SecAxis)
Parameters
Type Name Description
System.Byte Frame
Vector PriAxis
Vector SecAxis
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SetConstraintReferencePosition(Byte, Vector)

Pass in reference position in (maintains reference orientation). If the constraint is currently active, this will set its active local pose. Otherwise the change will take affect in InitConstraint.

Declaration
public void SetConstraintReferencePosition(byte Frame, Vector RefPosition)
Parameters
Type Name Description
System.Byte Frame
Vector RefPosition
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SetDisableCollision(Boolean)

If true, the collision between the two rigid bodies of the constraint will be disabled.

Declaration
public void SetDisableCollision(bool bDisableCollision)
Parameters
Type Name Description
System.Boolean bDisableCollision
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SetLinearBreakable(Boolean, Single)

Sets the Linear Breakable properties @

Declaration
public void SetLinearBreakable(bool bLinearBreakable, float LinearBreakThreshold)
Parameters
Type Name Description
System.Boolean bLinearBreakable
System.Single LinearBreakThreshold
Remarks

param bLinearBreakable Whether it is possible to break the joint with linear force @param LinearBreakThreshold Force needed to break the joint

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SetLinearDriveParams(Single, Single, Single)

Sets the drive params for the linear drive.

Declaration
public void SetLinearDriveParams(float PositionStrength, float VelocityStrength, float InForceLimit)
Parameters
Type Name Description
System.Single PositionStrength
System.Single VelocityStrength
System.Single InForceLimit
Remarks

@param PositionStrength Positional strength for the drive (stiffness) @param VelocityStrength Velocity strength of the drive (damping) @param InForceLimit Max force applied by the drive

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SetLinearPositionDrive(Boolean, Boolean, Boolean)

Enables/Disables linear position drive @

Declaration
public void SetLinearPositionDrive(bool bEnableDriveX, bool bEnableDriveY, bool bEnableDriveZ)
Parameters
Type Name Description
System.Boolean bEnableDriveX
System.Boolean bEnableDriveY
System.Boolean bEnableDriveZ
Remarks

param bEnableDriveX Indicates whether the drive for the X-Axis should be enabled @param bEnableDriveY Indicates whether the drive for the Y-Axis should be enabled @param bEnableDriveZ Indicates whether the drive for the Z-Axis should be enabled

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SetLinearPositionTarget(Vector)

Sets the target position for the linear drive.

Declaration
public void SetLinearPositionTarget(Vector InPosTarget)
Parameters
Type Name Description
Vector InPosTarget
Remarks

@param InPosTarget Target position

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SetLinearVelocityDrive(Boolean, Boolean, Boolean)

Enables/Disables linear position drive @

Declaration
public void SetLinearVelocityDrive(bool bEnableDriveX, bool bEnableDriveY, bool bEnableDriveZ)
Parameters
Type Name Description
System.Boolean bEnableDriveX
System.Boolean bEnableDriveY
System.Boolean bEnableDriveZ
Remarks

param bEnableDriveX Indicates whether the drive for the X-Axis should be enabled @param bEnableDriveY Indicates whether the drive for the Y-Axis should be enabled @param bEnableDriveZ Indicates whether the drive for the Z-Axis should be enabled

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SetLinearVelocityTarget(Vector)

Sets the target velocity for the linear drive.

Declaration
public void SetLinearVelocityTarget(Vector InVelTarget)
Parameters
Type Name Description
Vector InVelTarget
Remarks

@param InVelTarget Target velocity

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SetLinearXLimit(Byte, Single)

Sets the LinearX Motion Type @

Declaration
public void SetLinearXLimit(byte ConstraintType, float LimitSize)
Parameters
Type Name Description
System.Byte ConstraintType
System.Single LimitSize
Remarks

param ConstraintType New Constraint Type @param LimitSize Size of limit

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SetLinearYLimit(Byte, Single)

Sets the LinearY Motion Type @

Declaration
public void SetLinearYLimit(byte ConstraintType, float LimitSize)
Parameters
Type Name Description
System.Byte ConstraintType
System.Single LimitSize
Remarks

param ConstraintType New Constraint Type @param LimitSize Size of limit

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SetLinearZLimit(Byte, Single)

Sets the LinearZ Motion Type @

Declaration
public void SetLinearZLimit(byte ConstraintType, float LimitSize)
Parameters
Type Name Description
System.Byte ConstraintType
System.Single LimitSize
Remarks

param ConstraintType New Constraint Type @param LimitSize Size of limit

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SetOrientationDriveSLERP(Boolean)

Enables/Disables the angular orientation slerp drive.

Declaration
public void SetOrientationDriveSLERP(bool bEnableSLERP)
Parameters
Type Name Description
System.Boolean bEnableSLERP
Remarks

Only relevant if the AngularDriveMode is set to SLERP

@param bEnableSLERP Indicates whether the SLERP drive should be enabled. Only relevant if the AngularDriveMode is set to SLERP

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SetOrientationDriveTwistAndSwing(Boolean, Boolean)

Enables/Disables angular orientation drive.

Declaration
public void SetOrientationDriveTwistAndSwing(bool bEnableTwistDrive, bool bEnableSwingDrive)
Parameters
Type Name Description
System.Boolean bEnableTwistDrive
System.Boolean bEnableSwingDrive
Remarks

Only relevant if the AngularDriveMode is set to Twist and Swing

@param bEnableSwingDrive Indicates whether the drive for the swing axis should be enabled. Only relevant if the AngularDriveMode is set to Twist and Swing @param bEnableTwistDrive Indicates whether the drive for the twist axis should be enabled. Only relevant if the AngularDriveMode is set to Twist and Swing

Operators

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Implicit(IntPtr to PhysicsConstraintComponent)

Convert from IntPtr to UObject

Declaration
public static implicit operator PhysicsConstraintComponent(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
PhysicsConstraintComponent
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